[verified] — Ninja Ripper 20
The evolution from the legacy 1.x pipeline into introduces critical technical capabilities required for modern asset extraction:
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A critical challenge in asset extraction is that models are usually captured in their exact mid-animation pose. Version 2.0 introduced experimental features to intercept vertex data in , assisting creators in retrieving models in or closer to a standard T-pose or bind-pose configuration. Native Integration Add-ons ninja ripper 20
Let's walk through ripping a character model from Elden Ring or Genshin Impact .
It captures geometry (vertices, faces), UV maps, textures, and sometimes bone weights/skeletons in real-time as they are rendered by the GPU, saving them into generic formats that can be imported into 3D modeling software like Blender, 3ds Max, or Maya. The evolution from the legacy 1
Files are typically saved in a subfolder within the Ninja Ripper directory, organized by the date and time of the capture. 🖥️ Importing into Blender or 3ds Max
Locate the importers folder inside your Ninja Ripper directory and select the Blender script package. Go to File > Import > Ninja Ripper (.nr) . Can’t copy the link right now
For users who need to convert large batches of extracted assets, QuickBMS complements Ninja Ripper well:
When a game runs, the CPU instructs the GPU to draw objects on the screen. Ninja Ripper embeds specialized Dynamic Link Libraries ( .dll files) and installs software "hooks" directly into the game's rendering pipeline. When the user triggers a "rip" command, the tool intercepts the vertex buffers, index buffers, and texture files currently loaded into the GPU VRAM. It then translates this active frame data into standard .rip files saved directly to your local storage. Key Features in the 2.0 Architecture
Disclaimer: Ripping assets from games exists in a legal gray area. Use for personal study, reference, or fan art. Do not use ripped assets in commercial projects or claim them as your own.